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Issue Getting Custom Nifs Into GECK


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Hi every one, I have been modding the Gamebryo engine specifically Oblivion for a while. I got F3 and extracted the Meshes and Textures to their respective folders, got the latest version of nifskope that supports fallout3 meshes, and got the newest nif tools plugin for max as well. I made a testing mesh (just a sphere) gave it some texturing and exported it. Opened it in nifskope no problem and saved it. Then in the GECK I opened the master esm and opened a interior cell. I went into the clutter area of the content tree and opened a random object, and when I added my nif to it it gave me the big red exclamation point!? I then changed the mesh to another nif file from the original BSA and it worked fine. I don't know what i am doing wrong. Any help is greatly appreciated, I am using 3ds max 2009 x64.

 

Thanks! :wallbash:

 

-Update I imported the laser rifle into max and then just exported it, not changing a thing and i still have the same problem so i think it is probably something with the export process.

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Yeah, I think I was having the exact same problem as you today. Check on your NiNodes, does the name at the top of them have like BOX02 [2] or does it not have the [2]?

 

If it doesn't, then you may be exporting from max into an Oblivian .nif instead of the F03 .nif. There are diffrenaces with the textures, and a few other things.

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Yeah, I think I was having the exact same problem as you today. Check on your NiNodes, does the name at the top of them have like BOX02 [2] or does it not have the [2]?

 

If it doesn't, then you may be exporting from max into an Oblivian .nif instead of the F03 .nif. There are diffrenaces with the textures, and a few other things.

 

Ya is has the the 2 "Sphere01[2]" is what is says to its a fallout nif. And when I export from max the niftools plugin says Fallout 3 so it can't be the Oblivion nif.

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